primera implementacio de sdl3gpu
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@@ -120,9 +120,10 @@ namespace Rendering {
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// Devuelve el shader activo
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[[nodiscard]] auto getActiveShader() const -> ShaderType override { return active_shader_; }
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// Estirament vertical 4:3 (320x200 → 320x240 visual al viewport)
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void setStretch4_3(bool enabled) override { stretch_4_3_ = enabled; }
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// Estirament vertical 4:3 (fusionat amb l'upscale pass)
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void setStretch4_3(bool enabled) override;
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[[nodiscard]] auto isStretch4_3() const -> bool override { return stretch_4_3_; }
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void setStretchFilter(bool linear) override { stretch_filter_linear_ = linear; }
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private:
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static auto createShaderMSL(SDL_GPUDevice* device,
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@@ -155,9 +156,9 @@ namespace Rendering {
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SDL_GPUGraphicsPipeline* postfx_offscreen_pipeline_ = nullptr; // PostFX → postfx_texture_ (B8G8R8A8, solo con Lanczos)
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SDL_GPUGraphicsPipeline* upscale_pipeline_ = nullptr; // Upscale pass (solo con SS)
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SDL_GPUGraphicsPipeline* downscale_pipeline_ = nullptr; // Lanczos downscale (solo con SS + algo > 0)
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SDL_GPUTexture* scene_texture_ = nullptr; // Canvas del juego (game_width_ × game_height_)
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SDL_GPUTexture* scaled_texture_ = nullptr; // Upscale target (game×factor), solo con SS
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SDL_GPUTexture* postfx_texture_ = nullptr; // PostFX output a resolución escalada, solo con Lanczos
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SDL_GPUTexture* scene_texture_ = nullptr; // Canvas del joc (game_width_ × game_height_)
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SDL_GPUTexture* scaled_texture_ = nullptr; // Upscale target (game×factor, amb 4:3 si actiu)
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SDL_GPUTexture* postfx_texture_ = nullptr; // PostFX output a resolució escalada, sols amb Lanczos
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SDL_GPUTransferBuffer* upload_buffer_ = nullptr;
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SDL_GPUSampler* sampler_ = nullptr; // NEAREST
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SDL_GPUSampler* linear_sampler_ = nullptr; // LINEAR
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@@ -166,7 +167,7 @@ namespace Rendering {
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CrtPiUniforms crtpi_uniforms_{.scanline_weight = 6.0F, .scanline_gap_brightness = 0.12F, .bloom_factor = 3.5F, .input_gamma = 2.4F, .output_gamma = 2.2F, .mask_brightness = 0.80F, .curvature_x = 0.05F, .curvature_y = 0.10F, .mask_type = 2, .enable_scanlines = 1, .enable_multisample = 1, .enable_gamma = 1};
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ShaderType active_shader_ = ShaderType::POSTFX; // Shader de post-procesado activo
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int game_width_ = 0; // Dimensiones originales del canvas
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int game_width_ = 0; // Dimensions originals del canvas
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int game_height_ = 0;
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int ss_factor_ = 0; // Factor SS activo (3, 6, 9...) o 0 si SS desactivado
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int oversample_ = 1; // SS on/off (1 = off, >1 = on)
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@@ -176,8 +177,9 @@ namespace Rendering {
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bool is_initialized_ = false;
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bool vsync_ = true;
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bool integer_scale_ = false;
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bool linear_upscale_ = false; // Upscale NEAREST (false) o LINEAR (true)
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bool stretch_4_3_ = false; // Estirament vertical 4:3 al viewport
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bool linear_upscale_ = false; // Upscale NEAREST (false) o LINEAR (true)
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bool stretch_4_3_ = false; // Estirament vertical 4:3
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bool stretch_filter_linear_ = false; // Filtre per a l'estirament 4:3 (false=NEAREST, true=LINEAR)
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};
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} // namespace Rendering
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